2025/07/28 Update

Added PEPS AI
Full compile.
This commit is contained in:
Jaysyn904
2025-07-28 16:16:23 -04:00
parent 222171781b
commit 4f42bd0a2a
1530 changed files with 45560 additions and 1208 deletions

View File

@@ -1,159 +1,42 @@
//::///////////////////////////////////////////////
//:: Default: On Spell Cast At
//:: NW_C2_DEFAULTB
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This determines if the spell just cast at the
target is harmful or not.
GZ 2003-Oct-02 : - New AoE Behavior AI. Will use
Dispel Magic against AOES
- Flying Creatures will ignore
Grease
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Dec 6, 2001
//:: Last Modified On: 2003-Oct-13
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Modified By: Deva Winblood
//:: Modified On: Jan 4th, 2008
//:: Added Support for Mounted Combat Feat Support
//:://////////////////////////////////////////////
#include "nw_i0_generic"
#include "x2_i0_spells"
/*//////////////////////////////////////////////////////////////////////////////
Script: nw_c2_defaultb
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monster OnSpellCastAt event script;
Fires when oCreature becomes the target of a spell via SignalEvent.
Fires when a healing kit is used on a creature.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
void main()
{
ExecuteScript("prc_npc_spellat", OBJECT_SELF);
object oCreature = OBJECT_SELF;
ExecuteScript("prc_npc_spellat", oCreature);
object oCaster = GetLastSpellCaster();
if(GetLastSpellHarmful())
{
SetCommandable(TRUE);
if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
{ // set variables on target for mounted combat
DeleteLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL");
} // set variables on target for mounted combat
// ------------------------------------------------------------------
// If I was hurt by someone in my own faction
// Then clear any hostile feelings I have against them
// After all, we're all just trying to do our job here
// if we singe some eyebrow hair, oh well.
// ------------------------------------------------------------------
if (GetFactionEqual(oCaster, OBJECT_SELF) == TRUE)
{
ClearPersonalReputation(oCaster, OBJECT_SELF);
ClearAllActions(TRUE);
DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(OBJECT_INVALID)));
// Send the user-defined event as appropriate
if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT));
}
return;
}
int bAttack = TRUE;
// ------------------------------------------------------------------
// GZ, 2003-Oct-02
// Try to do something smart if we are subject to an AoE Spell.
// ------------------------------------------------------------------
if (MatchAreaOfEffectSpell(GetLastSpell()) == TRUE)
{
int nAI = (GetBestAOEBehavior(GetLastSpell())); // from x2_i0_spells
switch (nAI)
{
case X2_SPELL_AOEBEHAVIOR_DISPEL_L:
case X2_SPELL_AOEBEHAVIOR_DISPEL_N:
case X2_SPELL_AOEBEHAVIOR_DISPEL_M:
case X2_SPELL_AOEBEHAVIOR_DISPEL_G:
case X2_SPELL_AOEBEHAVIOR_DISPEL_C:
bAttack = FALSE;
ActionCastSpellAtLocation(nAI, GetLocation(OBJECT_SELF));
ActionDoCommand(SetCommandable(TRUE));
SetCommandable(FALSE);
break;
case X2_SPELL_AOEBEHAVIOR_FLEE:
ClearActions(CLEAR_NW_C2_DEFAULTB_GUSTWIND);
oCaster = GetLastSpellCaster();
ActionForceMoveToObject(oCaster, TRUE, 2.0);
DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(oCaster)));
bAttack = FALSE;
break;
case X2_SPELL_AOEBEHAVIOR_IGNORE:
// well ... nothing
break;
case X2_SPELL_AOEBEHAVIOR_GUST:
ActionCastSpellAtLocation(SPELL_GUST_OF_WIND, GetLocation(OBJECT_SELF));
ActionDoCommand(SetCommandable(TRUE));
SetCommandable(FALSE);
bAttack = FALSE;
break;
}
}
// ---------------------------------------------------------------------
// Not an area of effect spell, but another hostile spell.
// If we're not already fighting someone else,
// attack the caster.
// ---------------------------------------------------------------------
if( !GetIsFighting(OBJECT_SELF) && bAttack)
{
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
{
DetermineSpecialBehavior(oCaster);
}
else
{
DetermineCombatRound(oCaster);
}
}
// We were attacked, so yell for help
SetCommandable(TRUE);
//Shout Attack my target, only works with the On Spawn In setup
SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
//Shout that I was attacked
SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
}
else
{
// ---------------------------------------------------------------------
// July 14, 2003 BK
// If there is a valid enemy nearby and a NON HARMFUL spell has been
// cast on me I should call DetermineCombatRound
// I may be invisible and casting spells on myself to buff myself up
// ---------------------------------------------------------------------
// Fix: JE - let's only do this if I'm currently in combat. If I'm not
// in combat, and something casts a spell on me, it'll make me search
// out the nearest enemy, no matter where they are on the level, which
// is kinda dumb.
object oEnemy =GetNearestEnemy();
if ((GetIsObjectValid(oEnemy) == TRUE) && (GetIsInCombat() == TRUE))
{
// SpeakString("keep me in combat");
DetermineCombatRound(oEnemy);
}
}
SetLocalObject(oCaster, AI_ATTACKED_SPELL, oCreature);
if(ai_Disabled(oCreature)) return;
if(!GetLastSpellHarmful()) return;
// Send the user-defined event as appropriate
if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT));
}
// If the spell came from an ally, we don't want to hold it against them.
if(GetFactionEqual(oCaster, oCreature)) ClearPersonalReputation(oCaster, oCreature);
// Lets see what kind of area of effect this is and select an appropriate action.
int nSpell = GetLastSpell();
if(AI_DEBUG) ai_Debug("nw_c2_defaultb", "26", GetName(oCreature) + " has been hit by a harmful spell(" +
Get2DAString("spells", "Label", nSpell) + ")!");
if(ai_GetInAOEReaction(oCreature, oCaster, nSpell) &&
ai_IsInADangerousAOE(oCreature, AI_RANGE_BATTLEFIELD, TRUE)) return;
if(ai_GetIsBusy(oCreature)) return;
if(ai_CheckForCombat(oCreature, TRUE)) return;
// We have been attacked out of combat, so let our allies know.
SetLocalObject(oCreature, AI_MY_TARGET, oCaster);
SpeakString(AI_ATKED_BY_SPELL, TALKVOLUME_SILENT_TALK);
if(GetDistanceBetween(oCreature, oCaster) < AI_RANGE_CLOSE)
{
if(ai_GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) ai_DetermineSpecialBehavior(oCreature);
else ai_DoMonsterCombatRound(oCreature);
}
else ActionMoveToObject(oCaster, TRUE, AI_RANGE_CLOSE);
}